Knowledge Adventure
Transcription
Knowledge Adventure
Knowledge Adventure David Lord, CEO TeleSoft Partners Annual Meeting October 8th, 2009 Foster City, CA 1 KA Executive Team • David Lord, President and CEO – • CEO of RazorGator and Toysmart.com Thomas Swalla, President Online – – • VP of Business Development & Corp Development at RazorGator Product Manager at Authentify Jim Czulewicz, VP Business Planning & Analysis/Retail Sales – – – • VP Sales and Administration at The Learning Company (4.5 yrs) VP Financial Planning and Analysis at Riverdeep (5 yrs) VP Merchandising at Broderbund (5 yrs) Paul Jordan, VP Operations – • VP Operations at Softbank Services Group and Alexander Lord Sudhir Krishnaswamy, GM KA India and VP Engineering – – • CTO of RazorGator, GM of RazorGator India CTO Paciolan Bill Kennedy, VP Finance and Administration – – • VP of Finance and Administration at Dunk.net Director of Finance at Mattel Inc. (10+ years) Lori Berget, Senior Producer – – • Sr. Producer, Producer, Asst. Producer, Designer & QA at KA (14.5+ years) Teacher at Middle School JumpStart Production Team – Leadership with over 50 years experience developing top kids games for over 10years. Total production experience over 200 years. 2 Knowledge Adventure Company History: • • • • • • • Game designer, developer and publisher since 1991. Founded by Bill Gross & Idealab Acquired in late 90’s by Davidson and ultimately by Vivendi Spun out from Vivendi in 2004 by Azure Capital & TeleSoft Partners 2001/02 peak of 4-6mm units sold per year New executive team and strategy in April, 2008 65 employees located in Torrance, CA 60+ employees located in Technology center in Bangalore, India • • • • • Ages 3 -10 Over 15mm units sold 10 year history, hundreds of titles Product line refreshed in 2008 40% retail market share • Ages 8 and up • Over 10mm units sold • Demo skews toward boys • 10 year history, 100’s of titles • Over 30% market share Additional brands include: Dr. Brain, PlayZone!, Dinosaur Adventure, Newton’s Quest, Puddle Books, Speed Reader, Spell It, Syracuse Language Titles, Code Head, and Dino Battles (formerly Jurassic Park) 3 Market Size 4 Market Opportunity: Broadband Effect Broadband Penetration Effect on Virtual Worlds/Online Gaming Broadband Penetration Broadband Penetration Virtual Worlds/Online Gaming Educational PC Games GamingAll PC Games Virtual World/Online 2,500 3,000 60.0% 2,000 2,500 50.0% 1,500 2,000 40.0% 1,000 1,500 30.0% 1,000 500 20.0% Sources: PriceWaterhouseCooper, Pew Research 5 20 11 20 10 20 09 20 08 20 07 20 06 20 05 20 04 (0) (500) 20 03 0.0% 20 02 -500 20 01 10.0% 20 00 Broadband Penetration 70.0% 12 20 US $$ fromUS Virtual SalesWorlds/Online (In Millions) Gaming ($$ millions) 3,000 3,500 80.0% Kids Market Opportunity Video Game Market ($$ millions) Platform 2003 Console/Handheld Games 5,794 Online Games 360 Wireless Games 137 PC Games 1,206 Educational Games 207 Total KA Opportunity 7,704 2004 2005 6,242 6,017 559 821 294 382 1,105 950 155 132 8,355 8,302 Video Game Market Growth Platform Console/Handheld Games Online Games Wireless Games PC Games Educational Games Total KA Opportunity 2004 7.7 55.3 114.6 (8.4) (25.1) 144.1 (%) 2003 5.3 65.1 104.5 (13.9) (24.5) 136.5 2005 (3.6) 46.9 29.9 (14.0) (14.8) 44.4 2006 2007 2008 2009 2010 6,462 8,639 9,688 9,945 10,205 1,104 1,425 1,771 2,089 2,398 507 641 771 893 1,007 969 909 893 874 855 126 105 96 91 87 9,168 11,719 13,219 13,892 14,552 2006 7.4 34.5 32.7 2.0 (4.5) 72.1 2007 33.7 29.1 26.4 (6.2) (16.7) 66.3 2008 12.1 24.3 20.3 (1.8) (8.6) 46.3 2009 2.7 18.0 15.8 (2.1) (5.2) 29.2 2010 2.6 14.8 12.8 (2.2) (4.4) 23.6 2011 2012 10,468 11,745 2,677 2,893 1,116 1,225 835 789 82 15,178 16,652 2011 2.6 11.6 10.8 (2.3) (5.7) 17.0 2012 2008-12 CAGR 12.2 6.3 8.1 15.2 9.8 13.8 (5.5) (2.8) 24.6 32.5 Sources: 2009 PriceWaterhouseCooper, Entertainment Software Association US Child and Teen Internet Users who visit Virtual Worlds- In millions and % of total internet users age 3-17: Source: eMarketer.com 6 JumpStart Uniquely Positioned to Maximize Growth KA’s Opportunity •Leverage brand online •Proven retail distribution model with a “virtual/membership” product • Jumpstart has over 30% market share in current retail market 7 Go-To-Market Strategy • Transition Business to High Growth, High Margin Market Segments – Online virtual worlds & online gaming • Launch jumpstart.com 12/1/08 • Subscription Model (monthly $7.95, annual $74.95) • Engaging game play grows lifetime value – Console/Wii, DS • JumpStart Pet Rescue for Wii (4-6), 9/1/09, first kids learning title (Nintendo) • JumpStart Escape from Adventure Island (6-9), 12/1/09 • MathBlaster DS product launched spring 2009 – Build Platform for multiple brands (vertical brands built on platform) • Technology investment to leapfrog current flash standard – 3D • Single development tree (Unity game engine) – International growth 8 Competitive Advantages • JumpStart Brand Equity – Sold over 15mm units of JumpStart products – Brand equity created in characters and adventures – Respected and trusted by parents due to learning gameplay • Retail Distribution – Customer acquisition costs are extremely low due to retail distribution – Ability to expand distribution by expanding product offerings • Online virtual world will be delivered in 3-D through a web browser – The user experience and game engine significantly enhance gameplay and lifetime value of a customer • JumpStart’s virtual world contains age specific content – Jumpstart has invested in creating content in the world that is specifically for certain ages (learning content, adventures, missions, etc) 9 Recent Milestones • Launched online 3-D World at JumpStart.com on Dec 1st. Only kids company to deliver an immersive, engaging online 3-D environment that allows kids to deeply engage with the company’s brand – – Avatar creation Deep age specific gameplay content • • • – Several casual games • – – – – – • Dunebuggy, Ghost Town Grab, Robo-a-gogo, Dodgebot, MMO High Scores Hall of Fame with achievements and ranks Earn coins and buy various items in stores Movies, Music, Arcade Nintendo Wii Publisher – – • Storyland (ages 3 – 5) Adventureland (ages 5 – 8) Marineland (ages 5 – 8) Launched JumpStart Pet Rescue (9/1/09 at WalMart, GameStop, ToysRUs, Best Buy, etc.) Launching JumpStart Escape from Adventure Island at retail by 11/17/09 Made investment and built a Technology Platform that enables the creation of other branded experiences via strategic relationships – 10 Leverage the technology investment to allows kids to engage with other brands in a similar way as Jumpstart 11 Product Roadmap Holiday 2008 Holiday 2009 Total Net Sales Holiday 2010 % of Revenue 100% -Launch in 2-3 International Markets -Fitness Title, Family & Mom All Ages -JumpStart Racer, 4 & up Other Int’l Online Other Int’l Console Other Int’l Console -Enhance Main Street -Improvements to Each Game/Modular Online CD Products -2 Console Titles (Age 3-6 & 6-9) CD Products -Prepaid Time Cards -PC Retail Products (age 3-8) CD Products -Launch JumpStart VW -Online Game (Age 3-5) Product Schedule 12 50 Online -Launch Online Gameplay -3 Addt’l Online Games (Age 3-12) FY09 *Fiscal Year is 4/1 through 3/31 FY10 FY11 Age and Gender of Online Users (Registered Users) Gender Breakdown Male Female 12.0% 52% Female 10.0% 48% Male Pct of Users 8.0% 6.0% 4.0% 2.0% 0.0% 1 2 3 4 5 6 7 8 Age 13 Thru 9/13/2009 9 10 11 12 13 14 15 2010 Membership Model • Currently adding many thousands of members monthly. Retail Products Members 60% New Members 40% Online via JumpStart.com 14 New Members Thriving Community = Profitable Biz Thank You 15